U.S. patent number 8,647,202 [Application Number 12/970,674] was granted by the patent office on 2014-02-11 for companion object customization.
This patent grant is currently assigned to Microsoft Corporation. The grantee listed for this patent is Brian Allen Bilodeau, Sari Crevin, John Ikeda, David Nelson. Invention is credited to Brian Allen Bilodeau, Sari Crevin, John Ikeda, David Nelson.
United States Patent |
8,647,202 |
Crevin , et al. |
February 11, 2014 |
Companion object customization
Abstract
A game-interactive customizable companion object includes a
body, a communication subsystem housed within the body, and a
behavior subsystem configured to control movement of the body. The
behavior subsystem may include an initiation module configured to
set initial behavioral characteristics of the companion object in
accordance with the companion object profile, and an update module
configured to change behavioral characteristics of the companion
object responsive to control commands received from the
entertainment system via the communication subsystem.
Inventors: |
Crevin; Sari (Bellevue, WA),
Ikeda; John (Seattle, WA), Nelson; David (Duvall,
WA), Bilodeau; Brian Allen (Redmond, WA) |
Applicant: |
Name |
City |
State |
Country |
Type |
Crevin; Sari
Ikeda; John
Nelson; David
Bilodeau; Brian Allen |
Bellevue
Seattle
Duvall
Redmond |
WA
WA
WA
WA |
US
US
US
US |
|
|
Assignee: |
Microsoft Corporation (Redmond,
WA)
|
Family
ID: |
46235083 |
Appl.
No.: |
12/970,674 |
Filed: |
December 16, 2010 |
Prior Publication Data
|
|
|
|
Document
Identifier |
Publication Date |
|
US 20120157206 A1 |
Jun 21, 2012 |
|
Current U.S.
Class: |
463/36; 709/201;
446/175; 446/268; 463/1; 446/142; 463/42; 463/43; 446/141;
700/94 |
Current CPC
Class: |
A63F
13/21 (20140901); A63F 13/28 (20140902); A63F
13/98 (20140902); A63F 13/825 (20140902); A63H
3/28 (20130101); A63F 13/67 (20140902); A63F
13/213 (20140902); A63H 2200/00 (20130101) |
Current International
Class: |
A63F
9/24 (20060101); G06F 17/00 (20060101); G06F
19/00 (20110101); A63F 13/00 (20060101) |
Field of
Search: |
;463/1,36,42,43
;446/141,142,175,268 ;700/94 ;705/1 ;709/201 |
References Cited
[Referenced By]
U.S. Patent Documents
Other References
Lasorne, Frantz., "Augmented Reality Toys.v1 (Work in progress)",
Retrieved at << http://vimeo.com/3515273 >>, Retrieved
Date: Aug. 25, 2010, pp. 6. cited by applicant.
|
Primary Examiner: Torimiro; Adetokunbo O
Attorney, Agent or Firm: Yee; Judy Minhas; Micky
Claims
The invention claimed is:
1. A companion object, comprising: a body including one or more
physical features customized in accordance with a companion object
profile selected via a companion customization service; a
communication subsystem housed within the body and configured to
wirelessly communicate with an entertainment system; and a behavior
subsystem located within the companion object and configured to
control movement of the body, the behavior subsystem including: an
initiation module configured to set initial behavioral
characteristics of the companion object in accordance with the
companion object profile; and an update module configured to change
behavioral characteristics of the companion object responsive to
control commands received from the entertainment system via the
communication subsystem.
2. The companion object of claim 1, further comprising one or more
sensors, wherein the behavior subsystem further includes an
interaction module configured to detect a direct interaction of a
user with the companion object via the one or more sensors and send
a notification of the direct interaction to the entertainment
system via the communication subsystem.
3. The companion object of claim 2, wherein the control commands
are received from the entertainment system in response to the
notification sent by the interaction module.
4. The companion object of claim 2, wherein the update module is
further configured to change behavioral characteristics of a
companion avatar associated with the companion object on the
entertainment system responsive to the direct interaction detected
by the interaction module.
5. The companion object of claim 2, where the control commands are
derived from indirect interactions of the user with the companion
object.
6. The companion object of claim 5, where the indirect interactions
of the user with the companion object include gestures performed by
the user that are not detected by the one or more sensors included
in the companion object.
7. The companion object of claim 6, where the indirect interactions
of the user with the companion object are detected by an object
tracking camera included in the entertainment system.
8. The companion object of claim 1, wherein the initial behavioral
characteristics include an initial set of body movements that are
executed in response to a stimulus.
9. The companion object of claim 8, wherein the change in the
behavioral characteristics of the companion object as configured by
the update module includes an updated set of body movements
executed in response to the stimulus, the updated set of body
movements differing from the initial set of body movements.
10. The companion object of claim 1, wherein the initial behavioral
characteristics include an initial set of sounds that are executed
in response to a stimulus, and wherein the change in the behavioral
characteristics of the companion object as configured by the update
module includes an updated set of sounds executed in response to
the stimulus, the updated set of sounds different from the initial
set of sounds.
11. The companion object of claim 1, wherein the body of the
companion object is configured as a pet animal.
12. The companion object of claim 1, where the control commands are
derived from interactions of an avatar corresponding to a user with
a companion object avatar corresponding to the companion
object.
13. A companion object, comprising: a body including one or more
physical features selected by a user to correspond to a
user-customized companion avatar on an entertainment system; a
communication subsystem housed within the body and configured to
wirelessly communicate with the entertainment system; one or more
behavioral characteristics corresponding to one or more behavioral
characteristics of the user-customized companion avatar; and a
behavior subsystem located within the companion object and
configured to control movement of the body, the behavior subsystem
including: an update module configured to change the behavioral
characteristics of the companion object responsive to control
commands received via the communication subsystem and derived from
interactions of an avatar corresponding to a user with the
user-customized companion avatar.
14. A companion object, comprising: a body including one or more
physical features selected by a user to correspond to a
user-customized companion avatar on an entertainment system; a
communication subsystem housed within the body and configured to
wirelessly communicate with the entertainment system; one or more
sensors; a behavior subsystem located within the companion object
and configured to control movement of the body, the behavior
subsystem including: an interaction module configured to detect a
direct interaction of the user with the companion object via the
one or more sensors and send a notification of the direct
interaction to the entertainment system via the communication
subsystem; and an update module configured to: change behavioral
characteristics of the user-customized companion avatar responsive
to the direct interaction detected by the interaction module; and
change behavioral characteristics of the user-customized companion
avatar responsive to indirect interactions of the user with the
companion object, the indirect interactions detected by an object
tracking camera included in the entertainment system, and not
detected by the one or more sensors included in the companion
object.
Description
BACKGROUND
Pet simulation computer games have been developed that allow a user
to interact with a virtual pet animal. For example, such games can
allow a user to select a virtual pet of their choice, and then
play, train, groom, and raise their pet in the virtual space.
However, the user's interactions with their virtual pet are limited
since the interactions end when the gaming session ends.
SUMMARY
A game-interactive customizable companion object is disclosed. One
example embodiment includes a body, a communication subsystem
housed within the body, and a behavior subsystem configured to
control movement of the body. The behavior subsystem may include an
initiation module configured to set initial behavioral
characteristics of the companion object in accordance with the
companion object profile, and an update module configured to change
behavioral characteristics of the companion object responsive to
control commands received from the entertainment system via the
communication subsystem.
This Summary is provided to introduce a selection of concepts in a
simplified form that are further described below in the Detailed
Description. This Summary is not intended to identify key features
or essential features of the claimed subject matter, nor is it
intended to be used to limit the scope of the claimed subject
matter. Furthermore, the claimed subject matter is not limited to
implementations that solve any or all disadvantages noted in any
part of this disclosure.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 shows an example environment in accordance with an
embodiment of the present disclosure.
FIG. 2 schematically illustrates a companion object interacting
with an entertainment system.
FIG. 3 illustrates an example scene of a change in a behavioral
characteristic of a companion object in response to a gesture
recognized by the entertainment system.
DETAILED DESCRIPTION
A customizable companion object, such as a robotic toy pet, that
can interact with an entertainment system, such as a gaming
console, is disclosed. The companion object may be customized with
physical features and behavioral characteristics selected by a
user. As described in more detail below, by enabling communication
between the customized companion object and the entertainment
system, real world interactions of the user with the companion
object can be used to update the behavioral characteristics of the
companion object, as well as the behavioral characteristics of an
avatar corresponding to the companion object in a virtual world on
the entertainment system. Similarly, virtual world interactions of
the companion object avatar with an avatar of the user can be used
to update the behavioral characteristics of the companion object.
In this way, a user's interactions with a companion object in
virtual space are continued into real space and vice versa.
Users may play video games on gaming systems. As a non-limiting
example, FIG. 1 shows an example environment 20 in which a user
(e.g., person 22) can play video games on an entertainment system
(e.g., gaming system 24). The gaming system 24 may include a
display 50 for displaying a video game to the person 22, as well as
an object tracking camera 52 for modeling and tracking the video
game player(s). One or more virtual worlds 26 may be created on the
gaming system 24 to reflect gaming environments. As a non-limiting
example, the person 22 may be playing a pet simulation game.
Accordingly, a virtual world 26 may be created wherein a character
associated with person 22, such as a player avatar 28, interacts
with their virtual pet animal, herein pet avatar 30.
Person 22 may customize pet avatar 30, for example, by selecting
physical and behavioral characteristics of pet avatar 30 on gaming
system 24 or another suitable device. The customization may be
performed in accordance with general preferences of person 22, as
indicated in a user profile 32 of person 22 and/or in accordance
with specific preferences of person 22, as indicated in a pet
profile 34 created by person 22 for the pet avatar 30. Pet profile
34 and user profile 32 may be stored on gaming system 24 (as
depicted) or at a remote location that is accessible through
network 100.
General preferences indicated in the user profile 32 may include,
for example, an indication that person 22 prefers pet dogs rather
than pet cats. Specific preferences indicated in pet profile 34 may
include, for example, preferences for physical characteristics
(e.g., breed type, pet size, fur type, fur color, eye color, tail
size, etc.) as well as preferences for behavioral characteristics
(e.g., quiet, shy, loud, rambunctious, etc.). A customization
service 60 accessible through network 100, such as an online pet
customization service, may provide various options to person 22,
based on the indicated preferences, to assist person 22 in
selecting a virtual pet animal of their choice. Person 22 may
access customization service 60 using a client device 62 (e.g.,
laptop or desktop computer, a network-accessible telephone, etc.),
via gaming system 24, or any device capable of communicating with
network 100.
The gaming effect of the pet simulation game may be further
enhanced for person 22 through the use of a game-interactive
companion object, herein toy 36. In one example, person 22 may
order toy 36 using customization service 60. Therein, person 22 may
customize various attributes (e.g., physical and behavioral
characteristics) of toy 36 so that toy 36 is manufactured in
accordance with the user's selections. Alternatively, toy 36 may be
manufactured and shipped with default attributes and person 22 may
update the default attributes. For example, person 22 may purchase
attachments (e.g., a different tail) that can be used to update the
physical characteristics of toy 36.
In a non-limiting example, customization service 60 may enable
person 22 to customize toy 36 in accordance with the pet profile 34
of pet avatar 30, as well as other preferences indicated in user
profile 32. For example, physical features of toy 36 (tail length,
fur color and length, eye color, etc.) may be customized to match
the physical features of pet avatar 30, so that toy 36 looks like
the person's virtual animal in the virtual world 26. Thus, person
22 may have created pet avatar 30 on the gaming system 24 before
customizing toy 36. Alternatively, person 22 may select toy 36 at
the same time as selecting a pet avatar on the gaming system 24. In
still another example, person 22 may first select toy 36 and then
create pet avatar 30 to match the attributes of toy 36. While the
above example suggests matching the features of pet avatar 30 with
those of toy 36, this is not required. In further examples, where
person 22 may desire to have different sets of pets in the real
world 40 and the virtual world 26, the physical features of toy 36
may be distinct from those of pet avatar 30.
In addition to physical characteristics, toy 36 may also have
behavioral characteristics that define the personality of toy 36.
The behavioral characteristics may be customized in accordance with
the selections made by person 22 on customization service 60, or in
accordance with pet avatar 30 so that the behavior of toy 36 in
real world 40 matches the person's virtual animal in the virtual
world. Alternatively, toy 36 may be manufactured and shipped with
default behavioral characteristics that can be updated by person 22
interacting with toy 36.
As elaborated in FIG. 3, the initial behavioral characteristics of
customized toy 36 control the general behavior of the companion
object. The behavior may include activity level, friendliness,
aggressiveness, etc. Aspects of the behavior may include, for
example, a set of body movements (e.g., tail wag, head nod, etc)
and/or a set of sounds (e.g., bark, whimper, etc.) performed in
response to a command gesture (e.g., clap, finger snap, whistle, a
specific word command or noise command, etc.) executed by the
person 22 in the real world 40, or in response to some other real
or virtual world stimulus. This set of movements and/or noises may
correspond to similar (e.g., identical) movements and/or noises
performed in the virtual world by pet avatar 30 in response to the
same command gesture executed by player avatar 28 and/or other
stimuli. Thus, in one example, toy 36 may know basic "tricks" or
commands that player avatar 28 may have already taught pet avatar
30 in the virtual world 26 on the gaming system 24.
In some embodiments, toy 36 may be a learning toy whose behavior
may be updated over time. As person 22 interacts (or "plays") with
toy 36, the behavioral characteristics may be updated (or
"taught"). In particular, behavioral characteristics of toy 36 may
be updated based on real (or direct) interactions of person 22 with
the toy 36 in the real world 40 as well as virtual (or indirect)
interactions of person with the toy via the player avatar 28
interacting with the pet avatar 30 in the virtual world 26. Gaming
system 24 may monitor the direct and indirect interactions of
person 22 with toy 36 and update the behavioral characteristics of
toy 36 in accordance with the monitored interactions. As one
example, when person 22 and toy 36 are within a predefined viewing
range of gaming system 24, object; tracking camera 52 may capture
images of a scene wherein person 22 is playing with toy 36. Based
on the captured images, gaining system 24 may recognize a command
gesture executed by person 22 and send a control command to toy 36,
for example, wirelessly through a wireless communication device of
the gaming system in communication with the communication device of
toy 36, to make the toy respond to the recognized gesture. For
example, as elaborated in FIG. 3, the control command sent from the
gaming system 24 may cause the toy 36 to move a body part and/or
generate a sound. In addition to updating the behavioral
characteristics of toy 36, the corresponding behavioral
characteristics of pet avatar 30 may also be updated.
Direct interactions of person 22 with toy 36 may also be detected
by one or more sensors 42 in toy 36, and indicated to gaming system
24. In other words, a user can play with the toy when the toy is
not communicating with the gaming system. In one example, such
direct interactions may be sensed when toy 36 is not communicating
with gaming system 24, such as when toy 36 is outside the viewing
range of the gaming system, or when the gaming system is in an idle
mode. The direct interactions sensed, and the behavioral
characteristics updated during such conditions may be stored in a
storage device 44 of toy 36. Then, when toy 36 resumes
communication with gaming system 24, such as when toy 36 returns
within the viewing range, and/or when the gaming system resumes an
active (e.g., gaming) mode, the detected interactions and related
updates stored in the storage device 44 may be relayed back to
gaming system 24 from toy 36 via the communication device. Toy 36
may include a communication device 38 that communicatively couples
toy 36 to gaming system 24 and allows toy 36 to receive updates and
commands from the gaming system, as well as to send updates and
notifications to the gaming system.
Direct interactions may include, for example, person 22 petting the
toy, grooming the toy, feeding the toy, taking the toy for a walk,
etc. As elaborated herein, based on the detected interaction, the
toy 36 may move a body part and/or generate a sound. As one
example, person 22 may be able to teach the toy 36 new "tricks" or
commands. As another example, by petting or grooming the toy 36,
the toy may learn to like person 22 more and respond accordingly
(e.g., wag a tail, lick person 22, etc.). By relaying the detected
interaction and the updated behavioral characteristic to the gaming
system, a corresponding behavioral characteristic of pet avatar 30
may also be updated, so that the behavior of toy 36 and the
behavior of pet avatar 30 are consistent.
In this way, person 22 may indirectly interact with the virtual pet
animal in the virtual world 26 on the gaming system 24 via
interactions of the player avatar 28 with the pet avatar 30, while
continuing the interaction with the toy 36 in the real world 40,
thereby providing continuity to the pet simulation game.
It should be appreciated that FIG. 1 is intended to be illustrative
and not limiting in any manner. As such, the systems described
herein may be tied to a variety of different toys. The examples
shown in FIGS. 1 and 3 are directed towards a toy in the form of a
pet dog. However, a variety of different types of companion objects
may be used without departing from the scope of this disclosure.
While FIGS. 1 and 3 use a toy dog to illustrate concepts of a game
interactive customizable toy, it will be appreciated that the
depicted scenario is not meant to be limiting in any way. On the
contrary, the illustrated toy dog and related interactions are
intended to demonstrate a general concept, which may be applied to
a variety of different toys and entertainment systems without
departing from the scope of this disclosure.
FIG. 2 schematically illustrates an example embodiment 200 of a
companion object 202 that may communicate with an example
entertainment system 252. Companion object 202 may have a body 204
including one or more physical features 210 customized in
accordance with a companion object profile 272 selected via a
companion customization service 262. In one example, the body 204
of the companion object 202 is configured as a pet animal, for
example, a pet dog. Companion object 202 may further include a
communication subsystem 214 housed within the body 204 and
configured to communicate with entertainment system 252. For
example, communication subsystem 214 may include a wireless
communication device 216 to enable the companion object 202 to
wirelessly communicate with a communication subsystem 260 of
entertainment system 252 via network 280. Companion object 202 may
further comprise one or more sensors 212, also housed within the
body 204, to detect a direct interaction of user 230 with the
companion object 202. Data related to the direct; interactions
sensed by sensors 212 may be stored in storage device 213 housed
within the body 204 of the companion object 202. In one example,
storage device 213 may take the form of computer-readable removable
media. The data stored in storage device 213 may be transferred
from companion object 202 to entertainment system 252 via
communication subsystem 214.
Companion object 202 may include a behavior subsystem 206
configured to control movement of the body 204 as well as to
express behavioral characteristics 208 of the companion object.
Behavior subsystem 206 may include an initiation module 220
configured to set initial behavioral characteristics 208 of the
companion object 202 in accordance with the companion object
profile 272. The initial behavioral characteristics 208 may
include, for example, an initial set of body movements that are
executed in response to a stimulus. The stimulus may include, for
example, a gesture 232 executed by user 230. An update module 222
of behavior subsystem 206 may be configured to change the
behavioral characteristics 208 of the companion object 202
responsive to control commands 240 received from the entertainment
system 252 via the communication subsystem 214. The change in the
behavioral characteristics 208 of the companion object may include
an updated set of body movements executed in response to the same
stimulus, such as the same gesture 232. As such, the updated set of
body movements may differ from the initial set of body movements.
In another example, the initial behavioral characteristics may
include an initial set of sounds that are executed by companion
object 202 in response to the stimulus, such as gesture 232.
Herein, the change in the behavioral characteristics of the
companion object may include an updated set of sounds executed in
response to the same stimulus, the updated set of sounds different
from the initial set of sounds. As elaborated below, the control
commands 240 may be received from the entertainment system 252 in
response to the gesture 232 executed by user 230 and recognized by
an object tracking camera 254 of the entertainment system.
An interaction module 224 included in behavior subsystem 206 may be
configured to detect the direct interaction of the user 230 with
the companion object 202 via the one or more sensors 212 and send a
notification 242 of the direct interaction to the entertainment
system 252 via communication subsystem 214. The companion object
202 may then receive further control commands 240 from the
entertainment system in response to the notification 242 sent by
the interaction module 224. The update module 222 may also change
behavioral characteristics of a companion avatar 268 associated
with the companion object on the entertainment system responsive to
the direct interaction detected by the interaction module 224.
Now turning to entertainment system 252, it may include an object
tracking camera 254 for monitoring and tracking interactions of
user 230 with companion object 202. Object tracking camera may be
an integrated camera or a peripheral camera. When a peripheral
camera, entertainment system 252 may further include a peripheral
input configured to receive depth images from the peripheral
camera. The peripheral input may have any configuration suitable
for communicatively coupling object; tracking camera 254 to
entertainment system 252, such as, for example, USB, USB 2.0, and
IEEE 1394. Object tracking camera 254 may obtain depth images of
one or more targets, such as user 230 and/or companion object 202.
Object tracking camera 254 may be configured to capture video with
depth information via any suitable technique (e.g., time-of-flight,
structured light, stereo image, etc.). As such, object tracking
camera may include a depth camera, a video camera, stereo cameras,
and/or other suitable capture devices.
For example, in time-of-flight analysis, the object tracking camera
254 may emit infrared light to the target and may then use sensors
to detect the backscattered light from the surface of the target.
In some cases, pulsed infrared light may be used, wherein the time
between an outgoing light pulse and a corresponding incoming light
pulse may be measured and used to determine a physical distance
from the capture device to a particular location on the target. In
some cases, the phase of the outgoing light wave may be compared to
the phase of the incoming light wave to determine a phase shift,
and the phase shift may be used to determine a physical distance
from the object tracking camera to a particular location on the
target.
In another example, time-of-flight analysis may be used to
indirectly determine a physical distance from the capture device to
a particular location on the target by analyzing the intensity of
the reflected beam of light over time, via a technique such as
shuttered light; pulse imaging.
In another example, structured light analysis may be utilized by
object tracking camera 254 to capture depth information. In such an
analysis, patterned light (i.e., light displayed as a known pattern
such as grid pattern or a stripe pattern) may be projected onto the
target. Upon striking the surface of the target, the pattern may
become deformed, and this deformation of the pattern may be studied
to determine a physical distance from the object tracking camera to
a particular location on the target.
In another example, the capture device may include two or more
physically separated cameras that view a target from different
angles to obtain visual stereo data. In such cases, the visual
stereo data may be resolved to generate a depth image.
In other embodiments, object tracking camera 254 may utilize other
technologies to measure and/or calculate depth values.
Additionally, object tracking camera 254 may organize the
calculated depth information into "Z layers," i.e., layers
perpendicular to a Z axis extending from the depth camera along its
line of sight to the viewer.
In one example, where user 230 is a human and companion object 202
is a toy dog, object tracking camera 254 may capture images of a
scene involving the human with the toy dog. Entertainment system
252 may be configured to send control commands 240 to companion
object 202 based on the received images to change behavioral
characteristics thereof.
Entertainment system 252 further includes a logic subsystem 256, a
data-holding subsystem 258, and a communication subsystem 260.
Entertainment system 252 may optionally include a display subsystem
255 and/or other components not shown in FIG. 2. Entertainment
system 252 may also optionally include user input devices such as
keyboards, mice, game controllers, microphones, and/or touch
screens, for example.
User 230 may interact with entertainment system 252, for example,
to play a variety of video games or control a variety of other
applications (e.g., media applications, productivity applications,
etc.). Accordingly, one or more virtual worlds 264 may be created
on the entertainment system. The user 230 may be represented in the
one or more virtual worlds by a character associated with the user,
herein depicted as player avatar 266. In one example, user 230 may
be represented by the same player avatar 266 in each of the one or
more virtual worlds 264. Alternatively, user 230 may have distinct
player avatars in each virtual world. Player avatar(s) may be
created in accordance with a user profile 270 wherein the user's
preferences (such as gaming preferences) are indicated. User
profile 270 may be stored on a data holding sub-system 258 of
entertainment system 252. In at least one virtual world 264, player
avatar 266 may interact with a companion avatar 268. For example,
where the virtual world includes a pet simulation game, player
avatar 266 may interact with a companion avatar configured as the
pet avatar of FIG. 1. Companion avatar 268 may be created in
accordance with the user's general preferences in user profile 270,
as well as the user's specific preferences, as specified in a
companion object profile 272. Companion object profile 272 may also
be stored on the data holding sub-system 258. In particular,
companion avatar 268 may have physical features and behavioral
characteristics based on the companion object profile 272.
While the depicted example illustrates user profile 270 and
companion object profile 272 on entertainment system 252, this is
not meant to be limiting. Additionally, or optionally, one or more
different data files of user profile 270 and companion object
profile 272 may be stored at one or more locations (e.g., local
profile files, network accessible remote profile files, etc.),
accessible through network 280.
A companion customization service 262, accessible via network 280,
may enable user 230 to customize companion object 202 based on
selections made by user 230. As a non-limiting example, the
selections may be made in accordance with and/or while creating or
modifying user profile 270 and/or companion object profile 272. For
example, one or more physical features of companion object 202 may
be customized in accordance with companion object profile 272 such
that companion object 202 has physical features similar to those of
companion avatar 268. Alternatively, companion object 202 may be
customized to have physical features distinct from those of
companion avatar 268.
Initial behavioral characteristics of companion object 202 may also
be customized. As a non-limiting example, the initial behavioral
characteristics may be customized in accordance with companion
object profile 272. The initial behavioral characteristics may
include, for example, a first set of movements and/or sounds
executed in response to a gesture. For example, in virtual world
264, companion avatar 268 may execute a body movement and/or sound
in response to a virtual gesture 274 executed by player avatar 266.
Upon customization, in the real world, companion object 202 may
execute the same body movement and/or sound in response to the same
gesture 232 executed by user 230. Entertainment system 252 may be
configured to recognize the gesture of the user 230 based on one or
more images captured by and received from object tracking camera
254, and accordingly wirelessly send a control command 240 to the
companion object 202 responsive to the recognized gesture 232. In
one example, data holding subsystem 258 may hold instructions for
receiving the images, recognizing the gesture, and sending the
control command, the instructions executable by a logic subsystem
256 of the entertainment system operatively connected to the object
tracking camera 254, for example, via a peripheral input. The
entertainment system 252 may send the control command 240
wirelessly via a communication subsystem 260 of the entertainment
system communicating with a wireless communication device 216 of
the companion object over network 280.
Control command 240 may change a behavioral characteristic of
companion object 202. As one example, the control command 240 may
be configured to move the body 204 of companion object. As another
example, the control command 240 may be configured to generate a
sound at the companion object. As another example, where the
initial behavioral characteristics include a first set of movement
and/or sounds generated in response to gesture 232, the change in
behavioral characteristics commanded by the control command may
cause the companion object to execute a second, different set of
movements and/or sounds in response to gesture 232.
Control command 240 may also be sent to companion object 202 in
response to virtual interactions 274 between player avatar 266
associated with the user 230, such as a human, and the companion
avatar 268 associated with the companion object 202. As elaborated
below, the control command 240 may be configured to change a
behavioral characteristic 208 of the companion object 202.
Conversely, direct interactions between user 230 and companion
object 202 may also be monitored to control virtual interactions
between player avatar 266 and companion object avatar 268. For
example, object tracking camera 254 may track movements of user 230
and companion object 202 in the real world, and correspondingly
adjust movements of player avatar 266 and companion object avatar
268 in virtual world 264.
Data holding subsystem 250 may hold further instructions to
wirelessly receive an indication, or notification 242, from the
companion object 202 regarding a direct interaction of the user 230
with the companion object 202, as detected by the one or more
sensors 212 of the companion object. Accordingly, a further control
command 240 may be sent wirelessly to the companion object 202
responsive to the received notification. The companion object
profile 272 may also be updated responsive to the direct
interaction, or recognized gesture 232. In addition, the companion
object profile 272 may be updated in accordance with virtual
interactions 274.
Logic subsystem 256 may include one or more physical devices
configured to execute one or more instructions. For example, the
logic subsystem may be configured to execute one or more
instructions that are part of one or more applications, services,
programs, routines, libraries, objects, components, data
structures, or other logical constructs. Such instructions may be
implemented to perform a task, implement a data type, transform the
state of one or more devices, or otherwise arrive at a desired
result.
The logic subsystem 256 may include one or more processors that are
configured to execute software instructions. Additionally or
alternatively, the logic subsystem may include one or more hardware
or firmware logic machines configured to execute hardware or
firmware instructions. Processors of the logic subsystem may be
single core or multicore, and the programs executed thereon may be
configured for parallel or distributed processing. The logic
subsystem may optionally include individual components that are
distributed throughout two or more devices, which may be remotely
located and/or configured for coordinated processing. One or more
aspects of the logic subsystem may be virtualized and executed by
remotely accessible networked computing devices configured in a
cloud computing configuration.
Data-holding subsystem 258 may include one or more physical,
non-transitory, devices configured to hold data and/or instructions
executable by the logic subsystem to implement the herein described
methods and processes. When such methods and processes are
implemented, the state of data-holding subsystem 258 may be
transformed (e.g., to hold different data).
Data-holding subsystem 258 may include removable media and/or
built-in devices. Data-holding subsystem 258 may include optical
memory devices (e.g., CD, DVD, HD-DVD, Blu-Ray Disc, etc.),
semiconductor memory devices (e.g., RAM, EPROM, EEPROM, etc.)
and/or magnetic memory devices (e.g., hard disk drive, floppy disk
drive, tape drive, MRAM, etc.), among others. Data-holding
subsystem 258 may include devices with one or more of the following
characteristics: volatile, nonvolatile, dynamic, static,
read/write, read-only, random access, sequential access, location
addressable, file addressable, and content addressable. In some
embodiments, logic subsystem 256 and data-holding subsystem 258 may
be integrated into one or more common devices, such as an
application specific integrated circuit or a system on a chip.
The terms "module," "program," and "engine" may be used to describe
an aspect of entertainment system 252 that; is implemented to
perform one or more particular functions. In some cases, such a
module, program, or engine may be instantiated via logic subsystem
256 executing instructions held by data-holding subsystem 258. It
is to be understood that different modules, programs, and/or
engines may be instantiated from the same application, service,
code block, object, library, routine, API, function, etc. Likewise,
the same module, program, and/or engine may be instantiated by
different applications, services, code blocks, objects, routines,
APIs, functions, etc. The terms "module," "program," and "engine"
are meant to encompass individual or groups of executable files,
data files, libraries, drivers, scripts, database records, etc.
It is to be appreciated that a "service", as used herein, may be an
application program executable across multiple user sessions and
available to one or more system components, programs, and/or other
services. In some implementations, a service may run on a server
responsive to a request from a client.
When included, display subsystem 255 may be used to present a
visual representation of data held by data-holding subsystem 258.
As the herein described methods and processes change the data held
by the data-holding subsystem, and thus transform the state of the
data-holding subsystem, the state of display subsystem 255 may
likewise be transformed to visually represent changes in the
underlying data. Display subsystem 255 may include one or more
display devices utilizing virtually any type of technology. Such
display devices may be combined with logic subsystem 256 and/or
data-holding subsystem 258 in a shared enclosure, or such display
devices may be peripheral display devices.
Communication subsystem 260 may be configured to communicatively
couple entertainment system 252 with one or more other computing
devices in addition to companion object 202. Communication
subsystem 260 may include wired and/or wireless communication
devices compatible with one or more different communication
protocols. As nonlimiting examples, the communication subsystem may
be configured for communication via a wireless telephone network, a
wireless local area network, a wired local area network, a wireless
wide area network, a wired wide area network, etc. In some
embodiments, the communication subsystem may allow entertainment
system 252 to send and/or receive messages to and/or from other
devices via a network such as the Internet.
In this way, virtual interactions 274 of player avatar 266 with
companion avatar 268 in virtual world 264 may be communicated with
companion object 202, while real interactions, such as gesture 232,
of user 230 with companion object 202 are relayed to entertainment
system 252. As such, this allows the behavior of companion object
202 to be matched with the behavior of companion avatar 268 as a
game on the entertainment system progresses. Thus, even when the
player avatar 266 is not interacting with companion avatar 268,
user 230 may continue to enjoy a game on the entertainment system
through direct interactions of the user 230 with the companion
object 202. As such, this may enhance the gaming experience of the
user.
FIG. 3 shows an example scenario wherein an entertainment system
monitors interactions between a user and a companion object; in a
real world and updates the behavioral characteristic of the
companion object upon recognizing the user's gesture. In
particular, FIG. 3 shows an example scene 300 of person 22 playing
with toy 36.
Gaming system 24 monitors and tracks interactions of person 22
playing with toy 36 when person 22 and toy 36 are within a viewing
range of object tracking camera 52. In the depicted example, while
person 22 is playing with toy 36, he or she may execute gesture 70,
wherein person 22 extends an arm out to shake hands. Object
tracking camera 52 may capture images of person 22 playing with toy
36. Gaming system 24 receives the captured images, and based on the
received images, recognizes gesture 70. Upon recognizing gesture
70, gaming system 24 wirelessly sends a control command 64 to toy
36 which is received via a communication device 38 of toy 36.
Control command 64 may be configured to control toy 36, for
example, by causing toy 36 to move a body part and/or make a sound.
In the depicted example, in response to the control command 64
received from the gaming system, toy 36 is configured to execute a
gesture 72, wherein toy 36 extends a paw to shake hands with person
22.
In one example, the gesture recognized by the gaming system, and/or
the response elicited by the control command sent by the gaming
system, may have been learned during prior gaming sessions. For
example, gaming system 24 may have learnt a similar "shake hands"
gesture and response during a previous gaming session based on
interactions between a player avatar and a pet avatar. Therein, the
"shake hands" gesture and response may have been stored as a
behavioral characteristic of pet avatar 30 in pet profile 34. As
such, gestures and responses from the virtual world of the gaming
system 24 can be mirrored in the real world during interactions of
person 22 with toy 36. This may allow a pet simulation game played
by the person in the virtual world to be continued in the real
world.
Behavioral characteristics of toy 36 may be updated even when
person 22 interacts with toy 36 outside the viewing range of the
gaming system 24, that is, when toy 36 is not communicating with
gaming system 24. During such interactions that are outside the
viewing range of the gaming system, toy 36 may detect the direct
interactions of person 22 with toy 36 and store data pertaining to
the detected interactions in storage device 44. The toy 36 may also
store data pertaining to the behavioral characteristics updated in
response to the detected interactions (such as, newly "learned"
tricks) in the storage device. Toy 36 may then update the gaming
system about those direct interactions and updated behavioral
characteristics when the toy is back within the viewing and
communication range of the gaming system. This allows a pet
simulation game played by the person in the real world to be
continued into the virtual world.
For example, while outside the viewing range, person 22 may execute
a gesture (e.g., pet or groom toy 36) that is sensed by the one or
more sensors 42 in the body of toy 36. An interaction module of toy
36 may be configured to detect; the direct interaction and control
toy 36 in response to the detected gesture. For example, the toy
may move wag a tail) in response to the gesture recognized by the
interaction module. The out-of-range interaction and the changed
behavioral characteristic may then be stored (for example,
temporarily stored) in storage device 44. The out-of-range
interaction may be relayed to gaming system 24, for example, via a
notification sent by the interaction module of toy 36, when toy 36
returns within the communication range of the gaming system.
Optionally, changed behavioral characteristic may be stored by
gaming system 24 in pet profile 34 and a behavioral characteristic
of pet avatar 30 in virtual world 26 may be adjusted during a later
gaming session. For example, in a later gaming session, the pet
avatar may be configured to execute a similar (wag tail) gesture to
indicate affection to the player avatar.
It is to be understood that the configurations and/or approaches
described herein are exemplary in nature, and that these specific
embodiments or examples are not to be considered in a limiting
sense, because numerous variations are possible. The specific
routines or methods described herein may represent one or more of
any number of processing strategies. As such, various acts
illustrated may be performed in the sequence illustrated, in other
sequences, in parallel, or in some cases omitted. Likewise, the
order of the above-described processes may be changed.
The subject matter of the present disclosure includes all novel and
nonobvious combinations and subcombinations of the various
processes, systems and configurations, and other features,
functions, acts, and/or properties disclosed herein, as well as any
and all equivalents thereof.
* * * * *
References